African League: The Mario and Ranger. High ranged units with multiple uses and no conventional tiers, but all in all not very strong.

Technocratic Combine: Ranger/Technical. High range and armor overall, but low damage per second and slow expansion hampers offensive capabilities and requires alternative means of gathering strength through various upgrade paths.

Industrial Guild: Industrial Superiority. Units can be made in both the Quality and Quantity flavor and are made to win a battle in one rush.

Southern Contingent: Classic Brute Force. Most things are powerful, but speed and durability are only secondary.

American Unionists: A mix of Technical and Unit specialist. Their infantry might be powerful, but requires garrisons to work at the maximum effigency. They also have shades of "Industrial"-gimmick, since they can build their fragile bases fastly.

Greater Indian Commonwealth: Spammer/Unit Specialist. Large numbers of infantry divided into several different catagories, with vehicles for support instead of the center of the force.

Cybernetic Federation: Support and Technical; many of their units need each other to be truly effective.

Cybernetic Federation - Transitor Punk: Wires, late 60s electric displays, and gauges reading how far until you're in the red

African League

An African diamond mining mega corp, the African League have a thing for ancient Egyptian imagery and utilise a variety of high-range weaponry and sturdy technology to take parts of Africa under their control, which quickly prosper. Their biggest nemisis in terms of warfare as well as economy is the Mediterranean Syndicate, who happens to be their neighbor, globally speaking.

African Terrorists: Subverted. The Emirates tend to quickly get rid of anyone trying to destabalize regions they have power in.

Authority Equals Asskicking: Khalid, the Sultan for the League, prefers to command armies himself as opposed to just letting people do it for him. He isn't a slouch in combat either, and that's before the fact he gets dibs on the best stuff.

Composed of the United Technate in Latin America and associated international groups, the Technocratic Combine was created in order to bring about Utopia and world peace as seen through the lens of 1930s Art Deco futurism. Though they greatly admire peace, they are fine with using violence, war, or questionable and dangerous means to achieve that end. Though still using outdated weapons and tactics from both World Wars 1 and 2, their capacity for scientific and technological improvement as well as their penchant for morale warfare allows them to offset their limited offensive capabilities.

Biopunk/Dieselpunk: Ottensian Dieselpunk is the heart of their aesthetic with Art Deco buildings, Streamline Moderne vehicles, and an optimistic view of the future, while Biopunk features in their more questionable areas.

Combat Pragmatist: Trench, chemical, biological, and psychological warfare are all used, both in-game and in lore.

Gaia's Vengeance: They use more animals and other living organisms in their forces than any other faction.

Mad Scientist: Subverted AND Double Subverted. Subverted in that the Combine appear to be mentally sound in how they approach using and handling the efforts of their mad science and logically explain their reasons for doing so, and doubly subverted by the fact that their logic is often severely distorted or paradoxical.

The Plague: The Fungal Zombies, which can turn infantry they kill into more Fungal Zombies.

Well-Intentioned Extremist: The goals of the Combine are the unification of humanity and the progress of technology to increase the standard of living and end war, poverty, suffering, etc. They're willing to delve into some pretty questionable or dangerous areas to achieve those goals, and anyone who voices dissent is therefore in their minds being against humanity's wellbeing...

Industrial Guild

An revolutionary group with a love for Victorian stuff, the Industrial Guild are based in Indonesia. Huge numbers of willing soldiers and tanks equipped with all sorts of classic weaponry fight for freedom. With huge factories guzzling out material and smoke alike, the Guild reuse many classic designs.

Fast Tunnelling: Pops up in multiple ways. an obvious way would be the Lyell, a less obvious ones would be all the protocols involving mining activities.

Forklift Fu: Lifters, though technically not forklifts but DAF ponies, count. apart from them, an entire branch is dedicated to supporting your army with heavy mining vehicles, which occasionally do this.

We Have Reserves: Subverted. Despite the Guild's ability to gain massive numbers of units, they prefer to build up until they know they can win a battle the first time but they do not spend more material than needed.

Southern Contingent

A coalition of Australia, New Zealand and a few surrounding states, the Southern Contingent were part of the Allied Nations but refused further cooperation to ensure survival on their own. Instead they build up their own military force, using gunslinger cowboys, aircraft and gravitational manipulation with great efforts. Good on defense and offense alike, the Contingent can react fast on various dangers and prove that their region of the world is dangerous for quite a few reasons.

Gravity Sucks: Inverted, gravity pulls. That said, it can still rip a building to pieces...

Irony: The Contingent missed out on discovering nuclear fission, but noticed Depleted Uranium's use as a weapon. Nowadays, they keep the "valuable" depleted Uranium while disposing of the "useless" enriched stuff!

Improbable Weapon User: The Contingent use cannonballs with some of their units. This is aided by the fact that said cannon balls are made of depleted Uranium and gravity-guided, however.

Nice Job Breaking It, Hero: Since the Contingent see enriched Uranium as useless, the stuff they don't bury is sold to "American research colleges", who have a great interest in the stuff. Three guesses who they are.

Nice Job Fixing It, Villain: However, said research colleges find depleted Uranium useless, and so when they produce it they send it to Australia to get rid of it...

Selective Gravity: One of the advantages of controlling gravity. The Contingent use this to the point that their command centers, certain high-level military equipment and even a Kill Sat equivalent in the upper atmosphere.

An American Civil Defense Force created for the sole purpose of Americanism and the stomping out of Communist influence in the USA. After being all but diminished in the early 60s, they became revitalized after Moskovin's failed invasion of New York and the Rise of the Confederate Rebellion. The CIA (American Sub Division of the ACIN) has taken a great intrest in this group, and has been secretly integrating it more and more into their control. Only time will tell where that will lead...

The Korean War: A lot of Unionist designs come from the Korean and post WWII Allies.

Greater Indian Commonwealth

Focusing on a specialized branch unaffected by Allied Nation's regulations, the GIC has invaded Pakistan and other surrounding nations for the goal of supporting the massive numbers of poor that are part of the national population with their new Frontier Corps. They have also started taking evidence from their Reservist expeditions to what remains of China for technologies to scavenge to improve their war machine.

Exploratory elements of a "Meritocratic" society that has slowly deformed into a social darwinistic and deeply totalitarian society, the Imilki Ecumene both use and subvert most common alien invader tropes and have come to our world. Officially the fleet parked around Jupiter is there to engage in a rather destructive method of combating creative sterility by observing, probing, and disturbing new found societies before paving the way for an eventual conquest fleet for assimilation. But it's quite difficult for the average Ecumenical Citizen to determine what is and isn't true in an ancient government with a depth of information control that Oceania of 1984 fame could only dream of.

Alien Invasion: A decidedly nonstandard Alien invasion, starting at first with subversive techniques, and then escalating to much more full-scale assaults as time goes along.

The Social Darwinist: What they actually are when you peer past the claims of equality and egalitarianism. Certain figures such as Vra'Kul'Mal exemplify this much more strongly than others.

Sliding Scale Of Liberterianism And Authoritarianism: Strongly towards the Authoritarian end. There are few checks and balances against those higher in the meritocratic ladder against those below them save for their own superiors. The assumption is that as everyone is where they should be due to the efficiency of their merit determining computers; there's little reason to question the judgement of your superiors, they're superior to you after all.

Space Nazis: Not quite in terms of aesthetic, but they certainly lean heavily towards it in terms of being totalitarian social darwinists.

State Sec: The Enforcers are a shining example of this trope, possessing a completely separate chain of command from the observational and military forces, being given broad and sweeping powers in both military and civilian fields, functioning as one of several kinds of secret police in the Ecumene, and being comprised out of those who value loyalty over morality. Though lacking in-game units, the Enforcers are noted to have distinctive black and green uniforms.

Pahit Dictatoriat

Mongolian Migration

Inkarri Theocracy

MIR

The Network

The eventual result of Paradox's many, many conspiracies, the Network are essentially your local conspiracy theorist packed up for war. Everyone from survivalists to storm chasers are part of the Network, centered around the mysterious "Third Eye".

The result of the Syndicate seizing power in Belfast, the Phoenix Front is the result of Irish Republicans and British Unionists focusing their collective anger on the Syndicate and Allied Nations that allowed the takeover of Belfast to occur, though no one has quite factored in how long it will take to achieve victory.

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